.. _bpy.types.TriangulateModifier: ******************** Triangulate Modifier ******************** The *Triangulate* modifier converts all faces in a mesh (quads and polygons) to triangular faces. It fulfills the exact same function as the :ref:`Triangulate ` tool in Edit Mode. .. list-table:: * - .. figure:: /images/modeling_modifiers_generate_triangulate_before.png :width: 320px Mesh before Triangulate modifier. - .. figure:: /images/modeling_modifiers_generate_triangulate_after.png :width: 320px Mesh after Triangulate modifier. Options ======= .. figure:: /images/modeling_modifiers_generate_triangulate_panel.png :align: right The Triangulate modifier. Quad Method Beauty Split the quads in nice triangles, slower method. Fixed Split the quads on their 1st and 3rd vertices. Fixed Alternate Split the quads on their 2nd and 4th vertices. Shortest Diagonal Split the quads based on the diagonal distance between their vertices. N-gon Method Beauty Arrange the new triangles nicely, slower method. Clip Split the polygons using an ear-clipping algorithm (gives similar results to the tessellation used for the viewport rendering). Keep Normals When using :ref:`custom normals `, try to preserve the same shading as before triangulation. Minimum Vertices Minimum number of vertices a face must have to be triangulated. For example, setting this value to 5, will prevent triangulation of :term:`quads ` and only triangulate :term:`N-gons `.